/Engine/Source/Runtime/Engine/Classes/Components/SceneComponent.h
Scene Components
class USceneComponent : public [UActorComponent](API\Runtime\Engine\Components\UActorComponent)
uint8: 1
bBoundsChangeTriggersStreamingDataRebuild
If true, a change in the bounds of the component will call trigger a streaming data rebuild
uint8:  1
bComputeBoundsOnceForGame
If true, this component will cache its bounds during cooking or in PIE and never recompute it again.
uint8:  1
bComputedBoundsOnceForGame
If true, this component has already cached its bounds during cooking or in PIE and will never recompute it again.
uint8:  1
bComputeFastLocalBounds
If true, this component will use its current bounds transformed back into local space instead of calling CalcBounds with an identity transform.
uint8: 1
bDisableDetachmentUpdateOverlaps
Transient flag that temporarily disables UpdateOverlaps withinDetachFromParent().
uint8: 1
bHiddenInGame
Whether to hide the primitive in game, if the primitive is Visible.
uint8:  1
bIsNotRenderAttachmentRoot
If true, this component stops the the walk up the attachment chain inGetActorPositionForRenderer().
FBoxSphereBound...
Bounds
Current bounds of the component
uint8: 1
bUseAttachParentBound
If true, this component uses its parents bounds when attached.
uint8:  1
bVisualizeComponent
This component should create a sprite component for visualization in the editor
uint8: 1
bWantsOnUpdateTransform
If true, OnUpdateTransform virtual will be called each time this component is moved.
constFLevelCol...
CachedLevelCollection
Cached level collection that contains the level this component is registered in, for fast access inIsVisible().
FVector
ComponentVelocity
Velocity of the component.
TEnumAsByte< en...
DetailMode
If detail mode is >= system detail mode, primitive won't be rendered.
FIsRootComponen...
IsRootComponentChanged
Delegate invoked when this scene component becomes the actor's root component or when it no longer is.
TEnumAsByte<EC...
Mobility
How often this component is allowed to move, used to make various optimizations.
FPhysicsVolumeC...
PhysicsVolumeChangedDelegate
Delegate that will be called when PhysicsVolume has been changed
TObjectPtr<USc...
ReplacementSceneComponent
: This is needed because of order of registration of Actors
TObjectPtr< cla...
SpriteComponent
Editor only component used to display the sprite so as to be able to see the location of the Component
FTransformUpdat...
TransformUpdated
Delegate called when this component is moved